Posts

May 21 Update

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 I'm working on the prototype arena, which works as I hoped, and I'm working on the boss enemy. Not too much to say since I'm just in the weeds of tweaking everything. Lots of navigation tweaks and attack system tweaks on her. The basics of how she's moving is in, although there needs to be tweaks on the timing (not aggressive enough). Lots of animations to do as well. I'm working on tweaking vfx too, since a lot of it was lazily thrown together and a lot is also missing. It'll probably go through a lot of iterations. It took me a while before I was happy with 3d modeling and texturing so I figure it'll be the same for everything else I'm learning.

Apr 24 Update

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The prototype model for the boss character is mostly done, her name is Seraphina (on left). Rhys, the protagonist, is on the right. I had some trouble matching the 3d model to the 2d art style, since I don't really copy the 2d art to make a model, it seems to mess it up more than it helps me. Its also not a priority right now. Some notes on the rigging. I wanted to reuse armatures, I also reused Rhys' meshes so I duplicated the blend file. This was one of the most annoying things I have ever run into. The animations got duplicated, the meshes didn't match the armature. There were somehow animations on the meshes as well and this created problems. Its best to delete every single animation and armature and start from a fresh mesh when modeling then append the armature object itself once the mesh is complete. Then before adding the mesh to the armature, modify the pose so it fits the character and apply as rest pose. Then the last step is to attach mesh to armature.  Later on,...

April 16 Update

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Mostly sounds in this update. Some of them need a lot of work, especially the spear sounds. It'll be an iterative process like most things have been. There's still a lot of missing ones, but I'll add them in gradually. Last update mainly covered the new visual stuff. One small change that happened was Godot 3.4.4 fixed some bug with shadows and now the walls of the canyon actually cast shadows now. It is nice - screenshot below.  I'm still working on a prototype model for the boss char. I'll probably have to write out separate boss ai, cause the one the flytrap uses is very basic. I also have made a prototype for a boss arena. No idea if it'll work with navigation path and everything but may as well try. I didn't want to do something too static and simplistic and I wanted something with a catch to it. Once I make a few additions to it, I'll post a vid.

March Update

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 I've been busy with some personal stuff and without access to my usual computer, so that's the reason for the lack of updates recently. I've still been working on things, just slower than I was before. Spears gotten a set of air animations and I've changed up some of swords anims because the combo chain was too short before. Its still not done cause Sword4 - Sword5 needs something inbetween. The spear animations don't have particle effects yet, but I want to emphasize range for them. So far the differences between each weapon are, sword -medium range, medium damage, fastest, also lots of mobility. Fists, slightly slower, lowest range, hits hard, maybe there's some stun in the future. Spear, slowest, longest and widest range, med damage - and I'm thinking about how to really emphasize the range in the attacks. It would be important to have different enemies and enemy situations that would make the full use of each weapon. In general the attack system feels m...

Late Jan Update

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 I added a simple vertex shader to the dashes that "smears" the mesh. It took me an embarassingly long time because I'm pretty bad at shaders. Right now the dash is a solid color but it'll be easy to add a texture to it later on. I used this ue4 tutorial as a guide for getting the general idea: https://www.youtube.com/watch?v=JDgAAwbKFZU but I didn't follow it too closely since I wanted to puzzle it out. Pressing launch in air now allows for the opposite of a launch, a fast fall attack of some sort. Right now only gauntlets' is implemented and it does a down punch and a straight down crash into the ground that has a decent attack radius. I'm in the process of updating a bunch of older animations and adding new ones, since sword's are all really old + chain is way too short. I'm also starting on sound soon, so hopefully that'll add a new level. Added support for different flinch animations so now the enemy can have different "damaged" ...

Another Update

I added a couple more animations and dashes for each weapon. Every weapon has a launch now. The base animation set of attacks is almost finished with the exception of redoing them to be better, a long term goal. There's probably going to be a few additions along the way but I want to focus on making the rest of the prototype and polishing the combat before going further. I need to add more particle effects and sound effects soon. I also had to restructure my attack state logic because it was causing an annoying bug, and that took a chunk of time. I'm still tweaking launch and jump code as well. Screenshake has been added for each attack (just a very subtle small one) and it has helped with the attacks being slightly crunchier. Dashes also make the player character invisible for just a touch of time, but shaders, my dreaded enemy are going to be needed to help sell the effect more. In addition, I feel like one thing that's missing is more movement options that are more smoot...

Dec 11 Update

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Just a bunch of random stuff this update Halberd now has a full set of on ground attack animations, still thinking about the air ones. Running and Idle now have separate animations based on each weapon. They're not great but they exist. I'll be iteratively improving them since I'm still learning how to animate. I am now working on more character designs. For now the characters may be placed in as sketches for placeholders rather than anything too finished. Gauntlet has tweaked particle effects and also particle effects for movement as well. There's still stuff to be done, for example the launch for gauntlet is supposed to toss a rock into the air as well.  I adjusted the look of the environment slightly so I have more shadows, before I think it was too bright. At the same time there's no shadows cast on the terrain by the walls of the canyon and I'm not sure why.   I've added some screen pause when hits connect but I think screen shaking will be needed for m...